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alexn007

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Everything posted by alexn007

  1. Hi, I've been seeing this for some time now, and wasn't sure if it's been reported, but I seem to keep getting random cuts on my model when using the knife tool. Sometimes I go a bit longer without noticing them, but then when I do find them, they create a lot of additional work for me. It's very frustrating, and I just want to be sure that It's not just me and if anyone else is also experiencing this issue. I've included a short video example of the issue below. Hope this helps the team. I'm using version .39 but have seen this on earlier versions too. 3DC KnifeTool issue.mp4
  2. Finally had some time to get back into the Factures workflow. I've decided to make a walkthrough video of this feature, if anyone is interested in knowing more about it. I hope it continues to evolve, as it's a really cool idea. Cheers!
  3. This has been mentioned in previous threads, but since I couldn't find the thread to add to it, I created this one. Just made a video showing how the blurry effect when in render room only really becomes noticeable when rendering through a perspective camera. Seems to behave much better when viewing from an ortho camera. Hoping this can be of some help to the developers. Cheers. spacemouse issue.mp4
  4. I use the space mouse as well, and I seem to remember coming across a similar issue. I think I ended up uninstalling and moving the 3dcoat folder from under the Documents folder to my desktop. Then re-installing 3D Coat so it would create everything cleanly from scratch. I believe that fixed it for me. I then copied over my alpha and other such folders back under the newly created 3D Coat folder in the Documents directory. Hope this was helpful, and hope you get it sorted out.
  5. The spheres appear during creation and when you hover your mouse near where they were created. I saw this in the Discord server and was reported by bigworm. I was able to confirm the behavior and made a short video. Might be a BUG. This is in version .39 3D Coat Curve Sphere Issue.mp4
  6. @Kargall Hi there, this just happened to me a few days ago. I didn't realize my license had just run out, so I kept trying to load my current license (which was expired) and it did exactly what you are seeing. Did you already renew your license, and this is still happening? If not, you may need to renew it. Hope you get it sorted out. Cheers.
  7. I'm also experiencing this after updating to .38, I'm also seeing this when using the Points to Polygons tool when retopologizing a mesh.
  8. If you haven't watched my new video I just posted above, see if that helps you get what you need first, before sharing your file.
  9. Yes, the temp files can be quite large. I tend to set my autosave depth history to 1 to help keep my drive from blowing up.
  10. @Dave_ah Hi Dave, I've created a video walking through the steps of baking a displacement map from bringing in a low poly Uv'd model, all the way out to exporting out the displacement map. I hope you find this helpful. You'll get this, it's actually really easy once you go through it. Best,
  11. Would it be possible for you to share your project file along with your low poly UV'd mesh?
  12. If the OBJ has UV's already, then you would import it directly from the Retopo Room from the Mesh>Import option located on the top section next to the Bake option. Once it's imported you should see your Obj with the simple UV checker pattern sitting on top of your sculpt mesh (in the Retop room). Then proceed with the baking process.
  13. So after the step when you sculpt, and want to export your disp texture, are you jumping into the retopo room? Make sure if you are seeing your paint mesh in there to hide it using the paint object panel. This way you can import your UV'd obj mesh into the retopo room and then begin using the bake tools. I would like to try this with your project files if you're up for sharing them, just so I can verify the steps. I know this can be frustrating. It will get sorted out. We all went through this with pretty much any new program at some point, I'm sure.
  14. OK, let me see if I can walk through this. Sorry if I'm missing something or if this is already something you did or know. You have imported an OBJ mesh with UV's already made. from there you can send that mesh over to the sculpt workspace using one of the options under the Bake menu. Take subdivided paint mesh into Sculpt Room (This is the one I usually use) Now add any additional sculpting while in the sculpt room When done adding sculpted details, jump into the Retopo Room. You may see your Paint Object in the Retopo Room along with your sculpt. I would hide the paint objects using the Paint Object panel (if you don't have that docked somewhere then open it from Windows>Panels>Paint Objects) Now you should only see the sculpt mesh in the Retopo Room. Bring in the low poly model, either using the Mesh>Import option or using the Mesh>Take mesh from Paint Room option. Now you should see your low poly mesh with UV's. From here you can Bake your new sculpt mesh onto the low Poly mesh using the Bake>Bake w/ Normal Map + flat displacement Just be sure to set your outer scan depth large enough to cover your new displacements. I hope you find this helpful. Cheers!
  15. Hope you find this helpful. I made a short video going through the process of creating, baking and exporting a displacement map from the sculpt room to the paint room and viewing the exported displacement map.
  16. Yes, I thought the same thing, but then found it under the edit menu.
  17. There is so much power working in this new way. I know it's still early, but it has changed how I think about building up a textured surface in voxels. The only drawback is if I want sharp details in my textures, I have to increase the voxel density quite a bit. I might be missing something, so if anyone has any suggestions to capturing high levels of detail in the texture, but not go too crazy on the voxel density, I would love to hear how I can achieve that. Anyway, here's an example where I constructed a simple board but put it together with voxel paint depth and started adding wear to it in a very, natural and non-destructive way. Thanks to the 3D Coat geniuses for adding this feature. can't wait to see where you take it next!
  18. Hi Friends, I made a quick video walkthrough of the new Tree Generator tool, and thought I'd share it here.
  19. Not sure if this is what you are looking for, but I found the voxLayer seemed to work and seemed to give me good control. Sounds like you may have already tried this and it wasn't what you needed, but here's the results I got from it. One thing I did do was remove a large area of the body that wasn't necessary for what I needed, that way I can increase the voxel density only in the area I care about. I should have adjusted the thickness value way down, but I left it at one. See the video to see what I did. Hope it's helpful. meshExtraction.mp4
  20. You bet! and just do that again to bring it all back, but you probably already knew that
  21. @captainbuckfish You can solo an object by Alt+LMB on the eye icon on the mesh layer. Hope that helps.
  22. Is it possible to share the model? if not I will try to find or mockup a representable one and try that. Would be good to do an apples to apples for this test if possible.
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